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Fix ammo types
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / w_minelayer.qc
1 #ifdef REGISTER_WEAPON
2 REGISTER_WEAPON(MINE_LAYER, w_minelayer, IT_ROCKETS, 4, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_HIGH, "minelayer", "minelayer", _("Mine Layer"))
3 #else
4 #ifdef SVQC
5 void W_Mine_Think (void);
6 .float minelayer_detonate, minelayer_mines;
7 .float mine_time;
8
9 void W_MineLayer_SetAmmoCounter()
10 {
11         // set clip_load to the weapon we have switched to, if the gun uses reloading
12         if(!autocvar_g_balance_minelayer_reload_ammo)
13                 self.clip_load = 0; // also keeps crosshair ammo from displaying
14         else
15         {
16                 self.clip_load = self.weapon_load[WEP_MINE_LAYER];
17                 self.clip_size = autocvar_g_balance_minelayer_reload_ammo; // for the crosshair ammo display
18         }
19 }
20
21 void W_MineLayer_Reload()
22 {
23         self.reload_ammo_player = ammo_rockets;
24         self.reload_ammo_min = autocvar_g_balance_minelayer_ammo;
25         self.reload_ammo_amount = autocvar_g_balance_minelayer_reload_ammo;
26         self.reload_time = autocvar_g_balance_minelayer_reload_time;
27         self.reload_sound = "weapons/reload.wav";
28
29         W_Reload();
30 }
31
32 void spawnfunc_weapon_minelayer (void)
33 {
34         weapon_defaultspawnfunc(WEP_MINE_LAYER);
35 }
36
37 void W_Mine_Stick ()
38 {
39         spamsound (self, CHAN_PROJECTILE, "weapons/mine_stick.wav", VOL_BASE, ATTN_NORM);
40
41         // in order for mines to face properly when sticking to the ground, they must be a server side entity rather than a csqc projectile
42
43         entity newmine;
44         newmine = spawn();
45         newmine.classname = self.classname;
46
47         newmine.bot_dodge = self.bot_dodge;
48         newmine.bot_dodgerating = self.bot_dodgerating;
49
50         newmine.owner = self.owner;
51         setsize(newmine, '-4 -4 -4', '4 4 4');
52         setorigin(newmine, self.origin);
53         setmodel(newmine, "models/mine.md3");
54         newmine.angles = vectoangles(-trace_plane_normal); // face against the surface
55
56         newmine.takedamage = self.takedamage;
57         newmine.damageforcescale = self.damageforcescale;
58         newmine.health = self.health;
59         newmine.event_damage = self.event_damage;
60         newmine.spawnshieldtime = self.spawnshieldtime;
61
62         newmine.movetype = MOVETYPE_NONE; // lock the mine in place
63         newmine.projectiledeathtype = self.projectiledeathtype;
64
65         newmine.mine_time = self.mine_time;
66
67         newmine.touch = SUB_Null;
68         newmine.think = W_Mine_Think;
69         newmine.nextthink = time;
70         newmine.cnt = self.cnt;
71         newmine.flags = self.flags;
72
73         remove(self);
74         self = newmine;
75 }
76
77 void W_Mine_Explode ()
78 {
79         if(other.takedamage == DAMAGE_AIM)
80                 if(other.classname == "player")
81                         if(IsDifferentTeam(self.owner, other))
82                                 if(IsFlying(other))
83                                         AnnounceTo(self.owner, "airshot");
84
85         self.event_damage = SUB_Null;
86         self.takedamage = DAMAGE_NO;
87
88         RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_damage, autocvar_g_balance_minelayer_edgedamage, autocvar_g_balance_minelayer_radius, world, autocvar_g_balance_minelayer_force, self.projectiledeathtype, other);
89
90         if (self.owner.weapon == WEP_MINE_LAYER)
91         {
92                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
93                 {
94                         self.owner.cnt = WEP_MINE_LAYER;
95                         ATTACK_FINISHED(self.owner) = time;
96                         self.owner.switchweapon = w_getbestweapon(self.owner);
97                 }
98         }
99         remove (self);
100 }
101
102 void W_Mine_DoRemoteExplode ()
103 {
104         self.event_damage = SUB_Null;
105         self.takedamage = DAMAGE_NO;
106
107         RadiusDamage (self, self.owner, autocvar_g_balance_minelayer_remote_damage, autocvar_g_balance_minelayer_remote_edgedamage, autocvar_g_balance_minelayer_remote_radius, world, autocvar_g_balance_minelayer_remote_force, self.projectiledeathtype | HITTYPE_BOUNCE, world);
108
109         if (self.owner.weapon == WEP_MINE_LAYER)
110         {
111                 if(self.owner.ammo_rockets < autocvar_g_balance_minelayer_ammo)
112                 {
113                         self.owner.cnt = WEP_MINE_LAYER;
114                         ATTACK_FINISHED(self.owner) = time;
115                         self.owner.switchweapon = w_getbestweapon(self.owner);
116                 }
117         }
118         remove (self);
119 }
120
121 void W_Mine_RemoteExplode ()
122 {
123         if(self.owner.deadflag == DEAD_NO)
124                 if((self.spawnshieldtime >= 0)
125                         ? (time >= self.spawnshieldtime) // timer
126                         : (vlen(NearestPointOnBox(self.owner, self.origin) - self.origin) > autocvar_g_balance_minelayer_remote_radius) // safety device
127                 )
128                 {
129                         W_Mine_DoRemoteExplode();
130                 }
131 }
132
133 void W_Mine_ProximityExplode ()
134 {
135         // make sure no friend is in the mine's radius. If there is any, explosion is delayed until he's at a safe distance
136         if(autocvar_g_balance_minelayer_protection)
137         {
138                 entity head;
139                 head = findradius(self.origin, autocvar_g_balance_minelayer_radius);
140                 while(head)
141                 {
142                         if(head == self.owner || !IsDifferentTeam(head, self.owner))
143                                 return;
144                         head = head.chain;
145                 }
146         }
147
148         self.mine_time = 0;
149         W_Mine_Explode();
150 }
151
152 void W_Mine_Think (void)
153 {
154         entity head;
155
156         self.nextthink = time;
157         if (time > self.cnt)
158         {
159                 other = world;
160                 self.projectiledeathtype |= HITTYPE_BOUNCE;
161                 W_Mine_Explode();
162                 return;
163         }
164
165         // a player's mines shall explode if he disconnects or dies
166         // TODO: Do this on team change too
167         if(self.owner.classname != "player" || self.owner.deadflag != DEAD_NO)
168         {
169                 other = world;
170                 self.projectiledeathtype |= HITTYPE_BOUNCE;
171                 W_Mine_Explode();
172                 return;
173         }
174
175         // set the mine for detonation when a foe gets close enough
176         head = findradius(self.origin, autocvar_g_balance_minelayer_proximityradius);
177         while(head)
178         {
179                 if(head.classname == "player" && head.deadflag == DEAD_NO)
180                 if(head != self.owner && IsDifferentTeam(head, self.owner)) // don't trigger for team mates
181                 if(!self.mine_time)
182                 {
183                         spamsound (self, CHAN_PROJECTILE, "weapons/mine_trigger.wav", VOL_BASE, ATTN_NORM);
184                         self.mine_time = time + autocvar_g_balance_minelayer_time;
185                 }
186                 head = head.chain;
187         }
188
189         // explode if it's time to
190         if(self.mine_time && time >= self.mine_time)
191                 W_Mine_ProximityExplode();
192
193         // remote detonation
194         if (self.owner.weapon == WEP_MINE_LAYER)
195         if (self.owner.deadflag == DEAD_NO)
196         if (self.minelayer_detonate)
197                 W_Mine_RemoteExplode();
198 }
199
200 void W_Mine_Touch (void)
201 {
202         PROJECTILE_TOUCH;
203         if(!other || (other.takedamage != DAMAGE_AIM && other.movetype == MOVETYPE_NONE))
204                 W_Mine_Stick();
205         else if(self.movetype != MOVETYPE_NONE) // don't unstick a locked mine when someone touches it
206                 self.velocity = '0 0 0';
207 }
208
209 void W_Mine_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
210 {
211         if (self.health <= 0)
212                 return;
213         self.health = self.health - damage;
214         self.angles = vectoangles(self.velocity);
215         if (self.health <= 0)
216                 W_PrepareExplosionByDamage(attacker, W_Mine_Explode);
217 }
218
219 void W_Mine_Attack (void)
220 {
221         entity mine;
222         entity flash;
223
224         // scan how many mines we placed, and return if we reached our limit
225         if(autocvar_g_balance_minelayer_limit)
226         {
227                 self.minelayer_mines = 0;
228                 for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
229                         self.minelayer_mines += 1;
230
231                 if(self.minelayer_mines >= autocvar_g_balance_minelayer_limit)
232                 {
233                         // the refire delay keeps this message from being spammed
234                         sprint(self, strcat("You cannot place more than ^2", ftos(autocvar_g_balance_minelayer_limit), " ^7mines at a time\n") );
235                         play2(self, "weapons/unavailable.wav");
236                         return;
237                 }
238         }
239
240         // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
241         if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
242         {
243                 if(autocvar_g_balance_minelayer_reload_ammo)
244                 {
245                         self.clip_load -= autocvar_g_balance_minelayer_ammo;
246                         self.weapon_load[WEP_MINE_LAYER] = self.clip_load;
247                 }
248                 else
249                         self.ammo_rockets -= autocvar_g_balance_minelayer_ammo;
250         }
251
252         W_SetupShot_ProjectileSize (self, '-4 -4 -4', '4 4 4', FALSE, 5, "weapons/mine_fire.wav", CHAN_WEAPON, autocvar_g_balance_minelayer_damage);
253         pointparticles(particleeffectnum("rocketlauncher_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
254
255         mine = WarpZone_RefSys_SpawnSameRefSys(self);
256         mine.owner = self;
257         if(autocvar_g_balance_minelayer_detonatedelay >= 0)
258                 mine.spawnshieldtime = time + autocvar_g_balance_minelayer_detonatedelay;
259         else
260                 mine.spawnshieldtime = -1;
261         mine.classname = "mine";
262         mine.bot_dodge = TRUE;
263         mine.bot_dodgerating = autocvar_g_balance_minelayer_damage * 2; // * 2 because it can detonate inflight which makes it even more dangerous
264
265         mine.takedamage = DAMAGE_YES;
266         mine.damageforcescale = autocvar_g_balance_minelayer_damageforcescale;
267         mine.health = autocvar_g_balance_minelayer_health;
268         mine.event_damage = W_Mine_Damage;
269
270         mine.movetype = MOVETYPE_TOSS;
271         PROJECTILE_MAKETRIGGER(mine);
272         mine.projectiledeathtype = WEP_MINE_LAYER;
273         setsize (mine, '-4 -4 -4', '4 4 4'); // give it some size so it can be shot
274
275         setorigin (mine, w_shotorg - v_forward * 4); // move it back so it hits the wall at the right point
276         W_SetupProjectileVelocity(mine, autocvar_g_balance_minelayer_speed, 0);
277         mine.angles = vectoangles (mine.velocity);
278
279         mine.touch = W_Mine_Touch;
280         mine.think = W_Mine_Think;
281         mine.nextthink = time;
282         mine.cnt = time + autocvar_g_balance_minelayer_lifetime;
283         mine.flags = FL_PROJECTILE;
284
285         CSQCProjectile(mine, TRUE, PROJECTILE_MINE, TRUE);
286
287         // muzzle flash for 1st person view
288         flash = spawn ();
289         setmodel (flash, "models/flash.md3"); // precision set below
290         SUB_SetFade (flash, time, 0.1);
291         flash.effects = EF_ADDITIVE | EF_FULLBRIGHT | EF_LOWPRECISION;
292         W_AttachToShotorg(flash, '5 0 0');
293
294         // common properties
295
296         other = mine; MUTATOR_CALLHOOK(EditProjectile);
297 }
298
299 void spawnfunc_weapon_minelayer (void); // defined in t_items.qc
300
301 float w_minelayer(float req)
302 {
303         entity mine;
304         float minfound;
305         float ammo_amount;
306
307         if (req == WR_AIM)
308         {
309                 // aim and decide to fire if appropriate
310                 self.BUTTON_ATCK = bot_aim(autocvar_g_balance_minelayer_speed, 0, autocvar_g_balance_minelayer_lifetime, FALSE);
311                 if(skill >= 2) // skill 0 and 1 bots won't detonate mines!
312                 {
313                         // decide whether to detonate mines
314                         entity targetlist, targ;
315                         float edgedamage, coredamage, edgeradius, recipricoledgeradius, d;
316                         float selfdamage, teamdamage, enemydamage;
317                         edgedamage = autocvar_g_balance_minelayer_edgedamage;
318                         coredamage = autocvar_g_balance_minelayer_damage;
319                         edgeradius = autocvar_g_balance_minelayer_radius;
320                         recipricoledgeradius = 1 / edgeradius;
321                         selfdamage = 0;
322                         teamdamage = 0;
323                         enemydamage = 0;
324                         targetlist = findchainfloat(bot_attack, TRUE);
325                         mine = find(world, classname, "mine");
326                         while (mine)
327                         {
328                                 if (mine.owner != self)
329                                 {
330                                         mine = find(mine, classname, "mine");
331                                         continue;
332                                 }
333                                 targ = targetlist;
334                                 while (targ)
335                                 {
336                                         d = vlen(targ.origin + (targ.mins + targ.maxs) * 0.5 - mine.origin);
337                                         d = bound(0, edgedamage + (coredamage - edgedamage) * sqrt(1 - d * recipricoledgeradius), 10000);
338                                         // count potential damage according to type of target
339                                         if (targ == self)
340                                                 selfdamage = selfdamage + d;
341                                         else if (targ.team == self.team && teams_matter)
342                                                 teamdamage = teamdamage + d;
343                                         else if (bot_shouldattack(targ))
344                                                 enemydamage = enemydamage + d;
345                                         targ = targ.chain;
346                                 }
347                                 mine = find(mine, classname, "mine");
348                         }
349                         float desirabledamage;
350                         desirabledamage = enemydamage;
351                         if (time > self.invincible_finished && time > self.spawnshieldtime)
352                                 desirabledamage = desirabledamage - selfdamage * autocvar_g_balance_selfdamagepercent;
353                         if (teams_matter && self.team)
354                                 desirabledamage = desirabledamage - teamdamage;
355
356                         mine = find(world, classname, "mine");
357                         while (mine)
358                         {
359                                 if (mine.owner != self)
360                                 {
361                                         mine = find(mine, classname, "mine");
362                                         continue;
363                                 }
364                                 makevectors(mine.v_angle);
365                                 targ = targetlist;
366                                 if (skill > 9) // normal players only do this for the target they are tracking
367                                 {
368                                         targ = targetlist;
369                                         while (targ)
370                                         {
371                                                 if (
372                                                         (v_forward * normalize(mine.origin - targ.origin)< 0.1)
373                                                         && desirabledamage > 0.1*coredamage
374                                                 )self.BUTTON_ATCK2 = TRUE;
375                                                 targ = targ.chain;
376                                         }
377                                 }else{
378                                         float distance; distance= bound(300,vlen(self.origin-self.enemy.origin),30000);
379                                         //As the distance gets larger, a correct detonation gets near imposible
380                                         //Bots are assumed to use the mine spawnfunc_light to see if the mine gets near a player
381                                         if(v_forward * normalize(mine.origin - self.enemy.origin)< 0.1)
382                                                 if(self.enemy.classname == "player")
383                                                         if(desirabledamage >= 0.1*coredamage)
384                                                                 if(random()/distance*300 > frametime*bound(0,(10-skill)*0.2,1))
385                                                                         self.BUTTON_ATCK2 = TRUE;
386                                 //      dprint(ftos(random()/distance*300),">");dprint(ftos(frametime*bound(0,(10-skill)*0.2,1)),"\n");
387                                 }
388
389                                 mine = find(mine, classname, "mine");
390                         }
391                         // if we would be doing at X percent of the core damage, detonate it
392                         // but don't fire a new shot at the same time!
393                         if (desirabledamage >= 0.75 * coredamage) //this should do group damage in rare fortunate events
394                                 self.BUTTON_ATCK2 = TRUE;
395                         if ((skill > 6.5) && (selfdamage > self.health))
396                                 self.BUTTON_ATCK2 = FALSE;
397                         //if(self.BUTTON_ATCK2 == TRUE)
398                         //      dprint(ftos(desirabledamage),"\n");
399                         if (self.BUTTON_ATCK2 == TRUE) self.BUTTON_ATCK = FALSE;
400                 }
401         }
402         else if (req == WR_THINK)
403         {
404                 if(autocvar_g_balance_minelayer_reload_ammo && self.clip_load < autocvar_g_balance_minelayer_ammo) // forced reload
405                         W_MineLayer_Reload();
406                 else if (self.BUTTON_ATCK)
407                 {
408                         if(weapon_prepareattack(0, autocvar_g_balance_minelayer_refire))
409                         {
410                                 W_Mine_Attack();
411                                 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_minelayer_animtime, w_ready);
412                         }
413                 }
414
415                 else if (self.BUTTON_ATCK2)
416                 {
417                         minfound = 0;
418                         for(mine = world; (mine = find(mine, classname, "mine")); ) if(mine.owner == self)
419                         {
420                                 if(!mine.minelayer_detonate)
421                                 {
422                                         mine.minelayer_detonate = TRUE;
423                                         minfound = 1;
424                                 }
425                         }
426                         if(minfound)
427                                 sound (self, CHAN_WEAPON2, "weapons/mine_det.wav", VOL_BASE, ATTN_NORM);
428                 }
429         }
430         else if (req == WR_PRECACHE)
431         {
432                 precache_model ("models/flash.md3");
433                 precache_model ("models/mine.md3");
434                 precache_model ("models/weapons/g_minelayer.md3");
435                 precache_model ("models/weapons/v_minelayer.md3");
436                 precache_model ("models/weapons/h_minelayer.iqm");
437                 precache_sound ("weapons/mine_det.wav");
438                 precache_sound ("weapons/mine_fire.wav");
439                 precache_sound ("weapons/mine_stick.wav");
440                 precache_sound ("weapons/mine_trigger.wav");
441                 precache_sound ("weapons/reload.wav");
442         }
443         else if (req == WR_SETUP)
444         {
445                 weapon_setup(WEP_MINE_LAYER);
446                 W_MineLayer_SetAmmoCounter();
447         }
448         else if (req == WR_CHECKAMMO1)
449         {
450                 // don't switch while placing a mine
451                 if (ATTACK_FINISHED(self) <= time || self.weapon != WEP_MINE_LAYER)
452                 {
453                         if(autocvar_g_balance_minelayer_reload_ammo)
454                         {
455                                 if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo && self.weapon_load[WEP_MINE_LAYER] < autocvar_g_balance_minelayer_ammo)
456                                         ammo_amount = TRUE;
457                         }
458                         else if(self.ammo_rockets < autocvar_g_balance_minelayer_ammo)
459                                 ammo_amount = TRUE;
460                         return !ammo_amount;
461                 }
462         }
463         else if (req == WR_CHECKAMMO2)
464         {
465                 return FALSE;
466         }
467         else if (req == WR_RESETPLAYER)
468         {
469                 // all weapons must be fully loaded when we spawn
470                 self.weapon_load[WEP_MINE_LAYER] = autocvar_g_balance_minelayer_reload_ammo;
471         }
472         else if (req == WR_RELOAD)
473         {
474                 W_MineLayer_Reload();
475         }
476         return TRUE;
477 };
478 #endif
479 #ifdef CSQC
480 float w_minelayer(float req)
481 {
482         if(req == WR_IMPACTEFFECT)
483         {
484                 vector org2;
485                 org2 = w_org + w_backoff * 12;
486                 pointparticles(particleeffectnum("rocket_explode"), org2, '0 0 0', 1);
487                 if(!w_issilent)
488                         sound(self, CHAN_PROJECTILE, "weapons/mine_exp.wav", VOL_BASE, ATTN_NORM);
489         }
490         else if(req == WR_PRECACHE)
491         {
492                 precache_sound("weapons/mine_exp.wav");
493         }
494         else if (req == WR_SUICIDEMESSAGE)
495                 w_deathtypestring = _("%s exploded");
496         else if (req == WR_KILLMESSAGE)
497         {
498                 if(w_deathtype & HITTYPE_BOUNCE) // (remote detonation)
499                         w_deathtypestring = _("%s got too close to %s's mine");
500                 else if(w_deathtype & HITTYPE_SPLASH)
501                         w_deathtypestring = _("%s almost dodged %s's mine");
502                 else
503                         w_deathtypestring = _("%s stepped on %s's mine");
504         }
505         return TRUE;
506 }
507 #endif
508 #endif